This page was last updated on 05 January 2019, 1:25AM
Changelogs
Version 4.0
This is not an exhaustive list of changes. I've tried to be specific when possible, but nearly every aspect of SPERG has been rewritten and improved for this version. It's practically a new mod.
Fixes & Tweaks:
-Nearly everything has been rewritten, improved, fixed, and optimized. Almost every script in the mod is affected. Overall performance should be better and bugs should be fewer. The most major changes were made to the config menu, autoperks, version upgrades, character imports, and perks which trigger off an enemy attack.
-Unarmed damage now benefits from fortify pickpocket effects.
-Most junk items now melt into ore instead of ingots. This allows the conversion rate to be reduced slightly while still allowing players to get rid of most of the junk in their inventory instead of having a stack of 3+ items stuck waiting for just one more.
-By popular request, I implemented a fix to the Impact perk so it no longer works 100% of the time. This is an option that can be turned off.
-You can no longer salvage most equipped items. Left-handed items and shields may still be melted due to a bug in Skyrim. If the bug is ever fixed, they will start working properly.
-Edits to bound weapon spells have been removed. Instead, they function much like the Mage Armor perk, with players receiving unique SPERG versions instead. This will allow you to use spells from another magic mod instead.
Misc:
-You can now gain experience for your Speech skill by shouting (in combat only).
-You can now gain experience for your armor skill just by wearing armor and running around.
-You can now gain experience for your Alchemy skill just by drinking potions and eating ingredients.
-You can now gain experience towards permanent stat gains (or Alchemy, if you choose) by eating food.
-Non-metal items can now be broken down into leather or wood at a tanning rack.
Menu:
-Many, many new config options have been added. Not all of them are listed here.
-Phantom summons and Ethereal Arrows have been given a 'manual' option in the menu, with bindable keys to control their activation.
-The Auto Perk, Refund Auto Perks, Perk Reset Penalty, and Reset Auto Perks options in the config menu have been moved from the General page to the Perk Settings page.
-Unarmed Mode can now be set to "Hotkey" or "Manual" modes, which allow you to see a Fist weapon in your inventory to check damage and assign hotkeys.
-"Ethereal Arrows Required" has been moved to the Advanced options page.
-A menu option has been added to allow you to use vanilla versions of bound weapon spells.
-Hardcore Mode has been added to Advanced options.
Perks:
-A significant number of edits to vanilla perks have been removed, and the SPERG versions of those perks are now completely separate. This minimizes mod conflicts and prevents unintended interactions between several perks and NPCs. However, some mods which depend on vanilla perks may stop working without a compatibility patch.
-The entire autoperk system has been completely reimagined. The first autoperk has no minimum skill requirement and simply enables (or improves) skill-based scaling. Later autoperks are earned at 25, 50, 75, and 100 skill, and each one offers helpful new bonuses or abilities.
-Nearly every perk tree has been changed in some way. Please refer to perktrees.html for a detailed look at all of the trees as they are now.
-Recipes from Knowledge Seeker no longer use the smelter. They use the Alchemy Lab instead.
-Blazing Bash no longer has a 100% chance to reduce incoming damage. It is 30% just like Blinding Bash.
-Dual Savagery has been slightly reduced in power to bring dual wielding closer in overall damage to other attack styles.
-The Recovery perk now has an appropriate description on the Active Magic Effects tab.
-Ward spells now summon a physical shield that creates a ward when blocking. This feature can be turned off.
Version 3.1.1
-Paralyzing Flurry no longer has prerequisites that cannot be met.
-NPCs now benefit from the original version of Savage Strike.
-Due to redundancy, Master Trader no longer has a (Msater) tag on it.
-The install script should no longer copy duplicate or unnecessary files.
-Ethereal Arrows has been polished to hopefully get rid of a very rare bug which caused it to stop working.
-Added a new advanced menu option that lets you modify your perk points.
Version 3.1
Too many to list (again). They're all in the readme, though.
Version 3.0
Way, way, way too many to list. Please see the readme file for a complete list.
Version 2.5
-Stability should no longer affect spells it obviously shouldn't (i.e. Voice of the Sky). There are probably still a few exceptions, though, and I eagerly await finding out what they are.
-The description for the Ethereal Arrows script in the source code now says what the spell actually does.
-New feature: perk reset. More information can be found in the description section.
-New Archery perk, Knockout: Bashing with a bow briefly knocks the target out. This ability can only be used once every 15 seconds.
-By popular request, you can now turn off automatic perk gain. See the description section for details.
Version 2.4
-Steady Hand should now grant the appropriate amount of time slowdown.
-The description for Dwemer Engineer now appropriately says 'shock' instead of 'fire' in the documentation, too.
-Ethereal Arrows no longer equip themselves if you remove your quiver after de-equipping your bow or use a mod that automatically de-equips your quiver.
Version 2.3
-Fixed an incorrect description on Dwemer Engineer. It provides shock resistance, not fire resistance. The perk functioned correctly, but the description was incorrect.
-Ethereal arrows will no longer persist even when you don't have a bow equipped, however, there is now a slight (0.1 second) delay for them to be equipped after you close your menu. This is the result of using a much more secure method to equip them.
Version 2.2
-Fixed a rather unfortunate bug where several perks were not correctly displaying their requirements, and randomly refused to let you buy them.
Version 2.1
-The effect shader for Acid Splash now persists until the effect ends.
-Acid Splash is now correctly labeled in the star diagram screenshot, instead of using its older, dumber name.
-Fixed various other minor documentation typos.
-Moved Ethereal Arrows to 25 Archery (down from 30) to avoid unlocking two perks at once.
Version 2.0
-Lots of bug fixes, tweaks, and 31 new perks. Way too many changes to list, so please see the readme for more specific details!
Version 1.1
-Fixed a bug where stacked haste effects pushed weapon speed way above the intended values.
-Readjusted perks affecting haste to be better balanced after the bug fix. See perk trees for specifics.
-Changed the skill requirements for most perks to create a better spread throughout all skill levels. Perk points should no longer pile up so severely on new characters. See the perk trees for specifics.
-Paralyzing Strike and Warmaster now have a 75% chance to paralyze (up from 25%). This is more fitting for a 100 skill level perk.
Version 1.0
-Fixed the way critical hit damage works. Crits now deal substantially more damage and scale with skill.
-Tweaked the weapon specialization perks for axes, maces, battleaxes, and hammers.